CabinetLight_Invalid
This commit is contained in:
@@ -12,7 +12,7 @@
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#include "ThemeManager.h"
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#include "LuaReference.h"
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#include "MessageManager.h"
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#include "LightsManager.h" // for NUM_CABINET_LIGHTS
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#include "LightsManager.h" // for NUM_CabinetLight
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#include "ActorUtil.h"
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/* It's useful to be able to construct a basic Actor in XML, in
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@@ -30,7 +30,7 @@ float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
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Actor *Actor::Copy() const { return new Actor(*this); }
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static float g_fCabinetLights[NUM_CABINET_LIGHTS];
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static float g_fCabinetLights[NUM_CabinetLight];
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static const char *HorizAlignNames[] = {
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"Left",
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@@ -54,7 +54,7 @@ void Actor::SetBGMTime( float fTime, float fBeat )
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void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
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{
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ASSERT( iLightNumber < NUM_CABINET_LIGHTS );
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ASSERT( iLightNumber < NUM_CabinetLight );
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g_fCabinetLights[iLightNumber] = fCabinetLights;
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}
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@@ -852,7 +852,7 @@ void Actor::SetEffectClockString( const RString &s )
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else
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{
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CabinetLight cl = StringToCabinetLight( s );
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if( cl != LIGHT_INVALID )
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if( cl != CabinetLight_Invalid )
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{
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this->SetEffectClock( (EffectClock) (cl + CLOCK_LIGHT_1) );
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return;
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@@ -7,7 +7,7 @@
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#include "NoteSkinManager.h"
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#include "RageInputDevice.h"
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#include "ThemeManager.h"
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#include "LightsManager.h" // for NUM_CABINET_LIGHTS
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#include "LightsManager.h" // for NUM_CabinetLight
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#include "Game.h"
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#include "Style.h"
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@@ -104,7 +104,7 @@ static struct
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{ "techno-double5", 10, ST_FLAGS_NONE },
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{ "pnm-five", 5, ST_FLAGS_NONE }, // called "pnm" for backward compat
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{ "pnm-nine", 9, ST_FLAGS_NONE }, // called "pnm" for backward compat
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{ "lights-cabinet", NUM_CABINET_LIGHTS, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
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{ "lights-cabinet", NUM_CabinetLight, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
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};
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//
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@@ -2607,7 +2607,7 @@ static Style g_Styles[] =
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"cabinet", // m_szName
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STEPS_TYPE_LIGHTS_CABINET, // m_StepsType
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ONE_PLAYER_ONE_SIDE, // m_StyleType
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NUM_CABINET_LIGHTS, // m_iColsPerPlayer
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NUM_CabinetLight, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ TRACK_1, -DANCE_COL_SPACING*3.5f, NULL },
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@@ -33,7 +33,7 @@ static const char *CabinetLightNames[] = {
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"BassLeft",
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"BassRight",
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};
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XToString( CabinetLight, NUM_CABINET_LIGHTS );
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XToString( CabinetLight, NUM_CabinetLight );
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StringToX( CabinetLight );
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static const char *LightsModeNames[] = {
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@@ -92,7 +92,7 @@ LightsManager::LightsManager()
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sDriver = DEFAULT_LIGHTS_DRIVER;
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MakeLightsDrivers( sDriver, m_vpDrivers );
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m_fTestAutoCycleCurrentIndex = 0;
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m_clTestManualCycleCurrent = LIGHT_INVALID;
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m_clTestManualCycleCurrent = CabinetLight_Invalid;
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m_iControllerTestManualCycleCurrent = -1;
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}
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@@ -167,7 +167,7 @@ void LightsManager::Update( float fDeltaTime )
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if( m_LightsMode == LIGHTSMODE_TEST_AUTO_CYCLE )
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{
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m_fTestAutoCycleCurrentIndex += fDeltaTime;
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m_fTestAutoCycleCurrentIndex = fmodf( m_fTestAutoCycleCurrentIndex, NUM_CABINET_LIGHTS*100 );
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m_fTestAutoCycleCurrentIndex = fmodf( m_fTestAutoCycleCurrentIndex, NUM_CabinetLight*100 );
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}
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switch( m_LightsMode )
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@@ -266,7 +266,7 @@ void LightsManager::Update( float fDeltaTime )
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int iSec = GetTestAutoCycleCurrentIndex();
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FOREACH_CabinetLight( cl )
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{
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bool bOn = (iSec%NUM_CABINET_LIGHTS) == cl;
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bool bOn = (iSec%NUM_CabinetLight) == cl;
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m_LightsState.m_bCabinetLights[cl] = bOn;
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}
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}
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@@ -426,12 +426,12 @@ void LightsManager::ChangeTestCabinetLight( int iDir )
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m_iControllerTestManualCycleCurrent = -1;
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m_clTestManualCycleCurrent = (CabinetLight)(m_clTestManualCycleCurrent+iDir);
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wrap( (int&)m_clTestManualCycleCurrent, NUM_CABINET_LIGHTS );
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wrap( (int&)m_clTestManualCycleCurrent, NUM_CabinetLight );
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}
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void LightsManager::ChangeTestGameButtonLight( int iDir )
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{
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m_clTestManualCycleCurrent = LIGHT_INVALID;
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m_clTestManualCycleCurrent = CabinetLight_Invalid;
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vector<GameInput> vGI;
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GetUsedGameInputs( vGI );
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@@ -447,7 +447,7 @@ CabinetLight LightsManager::GetFirstLitCabinetLight()
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if( m_LightsState.m_bCabinetLights[cl] )
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return cl;
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}
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return LIGHT_INVALID;
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return CabinetLight_Invalid;
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}
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void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButton &gbOut )
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@@ -21,10 +21,10 @@ enum CabinetLight
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LIGHT_BUTTONS_RIGHT,
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LIGHT_BASS_LEFT,
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LIGHT_BASS_RIGHT,
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NUM_CABINET_LIGHTS,
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LIGHT_INVALID
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NUM_CabinetLight,
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CabinetLight_Invalid
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};
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#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CABINET_LIGHTS, i )
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#define FOREACH_CabinetLight( i ) FOREACH_ENUM( CabinetLight, NUM_CabinetLight, i )
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const RString& CabinetLightToString( CabinetLight cl );
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CabinetLight StringToCabinetLight( const RString& s);
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@@ -45,7 +45,7 @@ const RString& LightsModeToString( LightsMode lm );
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struct LightsState
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{
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bool m_bCabinetLights[NUM_CABINET_LIGHTS];
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bool m_bCabinetLights[NUM_CabinetLight];
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bool m_bGameButtonLights[NUM_GameController][MAX_GAME_BUTTONS];
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};
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@@ -80,10 +80,10 @@ private:
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void ChangeTestCabinetLight( int iDir );
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void ChangeTestGameButtonLight( int iDir );
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float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
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float m_fSecsLeftInCabinetLightBlink[NUM_CabinetLight];
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float m_fSecsLeftInGameButtonBlink[NUM_GameController][MAX_GAME_BUTTONS];
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float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
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float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
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float m_fActorLights[NUM_CabinetLight]; // current "power" of each actor light
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float m_fSecsLeftInActorLightBlink[NUM_CabinetLight]; // duration to "power" an actor light
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vector<LightsDriver*> m_vpDrivers;
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LightsMode m_LightsMode;
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@@ -662,8 +662,8 @@ void NoteDataUtil::LoadTransformedLightsFromTwo( const NoteData &marquee, const
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transformed_marquee.CopyAll( marquee );
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Wide( transformed_marquee );
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const int iOriginalTrackToTakeFrom[NUM_CABINET_LIGHTS] = { 0, 1, 2, 3, -1, -1, -1, -1 };
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out.LoadTransformed( transformed_marquee, NUM_CABINET_LIGHTS, iOriginalTrackToTakeFrom );
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const int iOriginalTrackToTakeFrom[NUM_CabinetLight] = { 0, 1, 2, 3, -1, -1, -1, -1 };
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out.LoadTransformed( transformed_marquee, NUM_CabinetLight, iOriginalTrackToTakeFrom );
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}
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/* For each track in "bass", enable the bass lights. */
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@@ -1870,7 +1870,7 @@ void ScreenGameplay::UpdateLights()
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return;
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
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bool bBlinkCabinetLight[NUM_CabinetLight];
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bool bBlinkGameButton[NUM_GameController][MAX_GAME_BUTTONS];
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ZERO( bBlinkCabinetLight );
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ZERO( bBlinkGameButton );
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@@ -68,7 +68,7 @@ void ScreenTestLights::Update( float fDeltaTime )
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break;
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}
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if( cl == LIGHT_INVALID )
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if( cl == CabinetLight_Invalid )
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s += CABINET_LIGHT.GetValue()+": -----\n";
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else
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s += ssprintf( CABINET_LIGHT.GetValue()+": %d %s\n", cl, CabinetLightToString(cl).c_str() );
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